Extension component for authenticating game data

ABSTRACT

Disclosed are methods, apparatus and systems, including computer program products, implementing and using techniques for authenticating data for playing a game of chance on a gaming machine. A motherboard is provided in the gaming machine. A peripheral component is in communication with the motherboard over a bus. The peripheral component has access to authentication code in a memory. An authentication instruction message is received over the bus. Responsive to receiving the authentication instruction message, the authentication code is executed on a processor to perform an authentication process on the data. A signal is output, indicating whether the authentication process is successful in authenticating the data. In one implementation, the signal enables play of the game of chance on the gaming machine when the authentication process is successful, and disables play of the game of chance when the authentication process is unsuccessful.

RELATED APPLICATION DATA

This application is a continuation of, and claims priority to, U.S.patent application Ser. No. 11/441,296, titled “EXTENSION COMPONENT FORAUTHENTICATING GAME DATA”, by Sharpless et al., filed on May 24, 2006,which is hereby incorporated by reference.

BACKGROUND OF THE INVENTION

Gaming machines for playing games of chance include various hardwarecomponents. One hardware component often found in gaming machines is amotherboard, also referred to herein as a “board.”

FIG. 1 is a block diagram of a conventional gaming machine 100 includinga motherboard 105. The motherboard 105 is generally considered the maincircuit board of the gaming machine 100, as it includes processor andmemory chips enabling game play, connectors for attaching additionalboards, mass storage interfaces, serial and parallel ports, expansionslots, and various controllers to control peripheral devices such as adisplay, player input mechanism, and hard drive or other storage medium.

Motherboards are mass-produced. These mass-produced boards, referred toherein as “off-the-shelf” motherboards, are made by various motherboardmanufacturers, and can be purchased from any of a number of suppliers.FIG. 2 is a block diagram of a conventional off-the-shelf motherboard105 and some of its components. These components include a CPU 205, amemory device such as RAM 210, a chip set 215, and a main BIOS chip 220.The use of off-the-shelf motherboards in gaming machines is desirablebecause the cost of new boards is reduced, as is the time required tochange boards in a gaming machine. One of the reasons the cost isreduced is because a manufacturing assembly line does not need to matchspecific motherboards with specific BIOS chips or specific firmwarereleases.

FIG. 3 is a block diagram of a conventional BIOS 300, which can beprovided as main BIOS 220 of motherboard 105. The BIOS, or “basicinput-output system,” is essentially the built-in functionality on themotherboard that determines certain operations of the gaming machinewithout accessing programs from a storage medium such as a hard disk.For example, the BIOS can contain functions controlling boot-upoperations, and controlling various peripheral devices coupled to themotherboard over a bus or other communications interface. The BIOS isoften situated in a ROM chip mounted on the motherboard to ensure thatthe BIOS will generally be available and not be damaged by diskfailures.

As mentioned above, one of the primary functions of the BIOS is toenable the gaming machine to be booted upon power-on or reset. In oneimplementation, the BIOS can be copied from ROM to RAM each time thegame is booted. In another implementation, the gaming machine has aflash BIOS, i.e., the BIOS is programmed onto a flash memory chipmounted to the motherboard.

In FIG. 3, the BIOS 300 generally contains three functions, representedas modules in FIG. 3. These modules include “INIT” 305, “Video” 310, and“EXT” 315. The modules 305-315 in BIOS 300 implement boot-up functionswhen the gaming machine 100 is powered on or reset. The INIT module 305brings the RAM 210 online, as well as the chip set 215, as shown in FIG.2. In addition, the INIT module 305 enables access of a bus 230 on themotherboard, as shown in FIG. 2, such as a PCI bus. The video module 310scans for signatures, and the EXT module 315 implements an extensionstage of the boot up functionality. For example, as shown in FIG. 3, theEXT 315 module scans designated memory addresses C000:0 through E000:0in order to call and test various devices on the motherboard 105 orcoupled to the motherboard 105, such as RAM 210. Often, for example, thefirst card tested during the extension stage is a video card controllingthe output of graphical information on a display of the gaming machine,assigned to memory address C000:0. Additional memory addresses scannedduring the extension stage provide other functions, such as entering theBIOS set-up stage.

In gaming machines, there is a need to verify that the game data andother contents of a storage medium such as a hard drive or CD isauthenticated. The motherboard of the gaming machine is often customizedto achieve the desired authentication. The customized motherboard isreferred to herein as a “custom motherboard.” In FIG. 2, onecustomization involves customizing the main BIOS chip 220, referred toherein as a “custom main BIOS,” to perform the desired authentication.Another common motherboard customization includes mounting a second BIOSchip 225, as shown in FIG. 2, to the board. The second BIOS chip 225 isitself customized to perform part or all of the desired authenticationon that gaming machine. Accordingly, the second BIOS chip 225 isreferred to herein as a “custom second BIOS.” The custom second BIOSalone or in combination with the custom main BIOS perform authenticationof software and data, such as audio, video and other media files,received on the gaming machine.

Periodically, advances in motherboard hardware and related software leadto a desire to replace an existing motherboard in the gaming machinewith a new motherboard. When the existing motherboard is removed fromthe gaming machine for replacement, of course all of the componentsmounted on the existing motherboard are removed with it. The removedcomponents include both the custom main BIOS and any custom second BIOS.The new motherboard has a new main BIOS which needs to be customized ina specific manner to the new motherboard (i.e., often different from thecustom main BIOS of the existing board). The new motherboard would alsorequire the engineering and mounting of a new custom second BIOS on theboard.

To save cost and time, what is needed is the ability to preserve theauthentication processes when swapping motherboards in a gaming machine,for instance, without having to customize the main BIOS or build andmount a custom second BIOS to the new board. In other words, theauthentication processes should be enabled regardless of the particularoff-the-shelf motherboard inserted in the gaming machine.

SUMMARY OF THE INVENTION

Disclosed are methods, apparatus and systems, including computer programproducts, implementing and using techniques for authenticating data forplaying a game of chance on a gaming machine. A motherboard is providedin the gaming machine. A peripheral component is in communication withthe motherboard over a bus. The peripheral component has access toauthentication code in a memory. An authentication instruction messageis received over the bus. Responsive to receiving the authenticationinstruction message, the authentication code is executed on a processorto perform an authentication process on the data. A signal is output,indicating whether the authentication process is successful inauthenticating the data. In one implementation, the signal enables playof the game of chance on the gaming machine when the authenticationprocess is successful, and disables play of the game of chance when theauthentication process is unsuccessful.

All of the foregoing methods and apparatus, along with other methods andapparatus of aspects of the present invention, may be implemented insoftware, firmware, hardware and combinations thereof. For example, themethods of aspects of the present invention may be implemented bycomputer programs embodied in machine-readable media and other products.

Aspects of the invention may be implemented by networked gamingmachines, game servers and other such devices. These and other featuresand benefits of aspects of the invention will be described in moredetail below with reference to the associated drawings.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is a block diagram of a conventional gaming machine 100 includinga motherboard 105.

FIG. 2 is a block diagram of a conventional off-the-shelf motherboard105 including motherboard components.

FIG. 3 is a block diagram of a conventional BIOS 300 of motherboard 105.

FIG. 4 is a diagram of a video gaming machine 2, constructed accordingto one embodiment of the present invention.

FIG. 5 is a block diagram of a gaming system that may be used toimplement one or more embodiments of the invention.

FIG. 6 is a block diagram of a data processing device such as a gameserver, constructed according to one embodiment of the presentinvention.

FIG. 7 shows a block diagram of a motherboard 700 having a peripheralcomponent 705 coupled to the motherboard 700 over a bus 710 and locatedon the motherboard, according to one embodiment of the presentinvention.

FIG. 8 shows a block diagram of a peripheral component 705 implementedon a card 805, constructed according to one embodiment of the presentinvention.

FIG. 9 shows a block diagram of motherboard 700 coupled to peripheralcomponent 705 over a PCI bus 910, according to another embodiment of thepresent invention.

FIG. 10 shows a block diagram of motherboard 700 in communication withan IDE (“integrated drive electronics”) interface, in which theperipheral component 705 is situated, according to another embodiment ofthe present invention.

FIG. 11 shows a block diagram of peripheral component 705 incommunication with a bus 1125, constructed in accordance with oneembodiment of the present invention.

FIG. 12 shows a block diagram of an alternative arrangement ofmotherboard 700 and peripheral component 705, constructed according toone embodiment of the present invention.

FIG. 13 shows a block diagram of an alternative arrangement ofmotherboard 700 and peripheral component 705, constructed according toanother embodiment of the present invention.

FIG. 14 shows a flow diagram of an authentication method 1400 in thecontext of a gaming machine boot-up operation, performed in accordancewith one embodiment of the present invention.

FIG. 15 shows a flow diagram of an authentication method 1500, performedin accordance with one embodiment of the present invention.

FIG. 16 shows a flow diagram of an authentication method 1600, performedin accordance with one embodiment of the present invention.

DETAILED DESCRIPTION

Reference will now be made in detail to some specific embodiments of theinvention including the best modes contemplated by the inventors forcarrying out the invention. Examples of these specific embodiments areillustrated in the accompanying drawings. While the invention isdescribed in conjunction with these specific embodiments, it will beunderstood that it is not intended to limit the invention to thedescribed embodiments. On the contrary, it is intended to coveralternatives, modifications, and equivalents as may be included withinthe spirit and scope of the invention as defined by the appended claims.Moreover, numerous specific details are set forth below in order toprovide a thorough understanding of the present invention. The presentinvention may be practiced without some or all of these specificdetails. In other instances, well known operations and components havenot been described in detail in order not to obscure the presentinvention.

Embodiments of the present invention provide authentication processesfor authenticating game data over a bus, rather than customizing amotherboard in the gaming machine to perform the authentication. In thisway, the motherboard can easily be replaced while preserving theauthentication processes. The new motherboard does not requirecustomization, e.g., customization of the main BIOS, nor building andmounting a custom second BIOS to the new board.

In one embodiment, the gaming machine includes an off-the-shelfmotherboard. A peripheral component is coupled to the motherboard over abus. Because the peripheral component is coupled to the bus, theperipheral component can be physically located on or off the board. Thecoupling can include physically inserting the peripheral component intoa bus slot or connecting the component to the board via an extension buslike USB, Firewire, PCI, SATA, wireless, or other interface.

In one embodiment, authentication functions are programmed onto theperipheral component. When the gaming machine is booted, the main BIOSruns as normal. During boot-up, the main BIOS will call the peripheralcomponent as a designated device (e.g., PCI). The authenticationprocesses in the peripheral component are then run to authenticate gamedata. If the authentication fails, the machine can display anappropriate message and reboot or halt the gaming machine operation.

Examples of authentication processes for authenticating data andsoftware in a storage medium (e.g., hard drive), performed according toembodiments of the present invention, are described in Alcorn et al.,U.S. Pat. No. 5,643,086, titled ELECTRONIC CASINO GAMING APPARATUS WITHIMPROVED PLAY AND CAPACITY, AUTHENTICATION AND SECURITY, and Alcorn etal., U.S. Pat. No. 6,149,522, titled METHOD OF AUTHENTICATING GAME DATASETS IN AN ELECTRONIC CASINO GAMING SYSTEM, both of which are herebyincorporated by reference. The authentication code described herein canbe constructed so as to execute one or more of the authenticationprocesses described in U.S. Pat. Nos. 5,643,086 and 6,149,522.

In one embodiment, the authentication functions performed by theperipheral component are applied to all of the executable code andgraphical resources, i.e., contents of a storage medium such as a harddrive, DVD, CD, EPROM, etc. In another embodiment, only a designatedportion of the storage medium is authenticated, for instance, in asituation where it is desirable to authenticate individual pieces towhich control is relinquished through the booting process.

In some embodiments, after the desired contents are authenticated,program flow uses those contents. If the authentication process isunsuccessful, an error message is output, for instance, indicating thatthe machine should be re-booted or that the card or device implementingthe peripheral component should be tested for malfunctions. Inconjunction with such testing, it may also be desirable to check whetherevidence tape applied to the storage medium has been molested, or otherindicators that the machine was tampered with. In one embodiment, whenthe peripheral component is implemented as a chip, the chip can bepulled out and tested for tampering.

In FIG. 4, a video gaming machine 2 constructed according to oneembodiment of the present invention is shown. Machine 2 includes a maincabinet 4 which generally surrounds the machine interior (not shown) andis viewable by users. The main cabinet includes a main door 8 on thefront of the machine that opens to provide access to the interior of themachine. Attached to the main door are player-input switches or buttons32, a coin acceptor 28, a bill validator 30, a coin tray 38, and a bellyglass 40. Viewable through the main door is a video display monitor 34and an information panel 36. The display monitor 34 is typically acathode ray tube, high resolution flat-panel LCD, or other conventionalelectronically controlled video monitor. The information panel 36 may bea back-lit, silk screened glass panel with lettering to indicate generalgame information including, for example, a game denomination (e.g. $0.25or $1). The bill validator 30, player-input switches 32, video displaymonitor 34, and information panel are devices used to play a game on thegame machine 2. The devices are controlled by circuitry (e.g. a mastergaming controller) housed inside the main cabinet 4 of the machine 2.

In FIG. 4, the information panel 36 may be used as an interface toprovide player tracking services and other game services to a playerplaying a game on the gaming machine 2. The information panel 36 may beused as an interface by a player to: 1) input player trackingidentification information, 2) view account information and performaccount transactions for accounts such as player tracking accounts andbank accounts, 3) receive operating instructions, 4) redeem prizes orcomps including using player tracking points to redeem the prize orcomp, 5) make entertainment service reservations, 6) transfer credits tocashless instruments and other player accounts, 7) participate in casinopromotions, 8) select entertainment choices for output via video andaudio output mechanisms, 9) play games and bonus games, 10) requestgaming services such as drink orders, 11) communicate with other playersor casino service personnel and 12) register a player for a loyaltyprogram such as a player tracking program. In addition, the informationpanel 36 may be used as an interface by casino service personnel to: a)access diagnostic menus, b) display player tracking unit statusinformation and gaming machine status information, c) access gamingmachine metering information and d) display player status information.

Many different types of games, including mechanical slot games, videoslot games, video poker, video black jack, video pachinko and lottery,may be provided on gaming machine 2. The gaming machine 2 is operable toprovide play of many different instances of games of chance. Theinstances may be differentiated according to themes, sounds, graphics,type of game (e.g., slot game vs. card game), denomination, number ofpaylines, maximum jackpot, progressive or non-progressive, bonus games,etc. The gaming machine 2 may be operable to allow a player to select agame of chance to play from a plurality of instances available on thegaming machine. For example, the gaming machine may provide a menu witha list of the instances of games that are available for play on thegaming machine and a player may be able to select from the list a firstinstance of a game of chance that they wish to play.

The various instances of games available for play on the gaming machine2 may be stored as game software on a mass storage device in the gamingmachine or may be generated on a remote gaming device but then displayedon the gaming machine. The gaming machine 2 may execute game software,such as but not limited to video streaming software that allows the gameto be displayed on the gaming machine. When an instance is stored on thegaming machine 2, it may be loaded from the mass storage device into aRAM for execution. In some cases, after a selection of an instance, thegame software that allows the selected instance to be generated may bedownloaded from a remote gaming device, such as another gaming machine.

In FIG. 4, the gaming machine 2 includes a top box 6 which sits on topof the main cabinet 4. The top box 6 houses a number of devices whichmay be used to add features to a game being played on the gaming machine2, including speakers 10, 12, 14, a ticket printer 18 which printsbar-coded tickets 20, a key pad 22 for entering player trackinginformation, a florescent display 16 for displaying player trackinginformation, a card reader 24 for entering a magnetic striped cardcontaining player tracking information, and a video display screen 42.The ticket printer 18 may be used to print tickets for a cashlessticketing system. The top box 6 may house various devices. For example,the top box may contain a bonus wheel or a back-lit silk screened panelwhich may be used to add bonus features to the game being played on thegaming machine. As another example, the top box may contain a displayfor a progressive jackpot offered on the gaming machine. During a game,these devices are controlled and powered, in part, by circuitry (e.g. amaster gaming controller) housed within the main cabinet 4 of themachine 2.

Understand that gaming machine 2 is but one example from a wide range ofgaming devices on which the present invention may be implemented. Forexample, not all suitable gaming machines have top boxes or playertracking features. Further, some gaming machines have only a single gamedisplay—mechanical or video—while others are designed for bar tables andhave displays that face upwards. As another example, a game may begenerated on a host computer and may be displayed on a remote terminalor a remote gaming device. The remote gaming device may be connected tothe host computer via a network of some type such as a local areanetwork, a wide area network, an intranet or the Internet, by a wired orwireless connection. The remote gaming device may be a portable gamingdevice such as but not limited to a cell phone, a personal digitalassistant, and a wireless game player. Images rendered from 3-D gamingenvironments may be displayed on portable gaming devices that are usedto play a game of chance. Further, a gaming machine or server mayinclude gaming logic for commanding a remote gaming device to render animage from a virtual camera in a 3-D gaming environment stored on theremote gaming device and to display the rendered image on a displaylocated on the remote gaming device. Thus, those of skill in the artwill understand that the present invention, as described below, can bedeployed on most any gaming machine now available or hereafterdeveloped.

Some preferred IGT gaming machines are implemented with special featuresand/or additional circuitry that differentiates them fromgeneral-purpose computers (e.g., desktop personal computers andlaptops). Gaming machines are highly regulated to ensure fairness and,in many cases, gaming machines are operable to dispense monetary awardsof multiple millions of dollars. Therefore, to satisfy security andregulatory requirements in a gaming environment, hardware and softwarearchitectures may be implemented in gaming machines that differsignificantly from those of general-purpose computers. A description ofgaming machines relative to general-purpose computing machines and someexamples of the additional (or different) components and features foundin gaming machines are described below.

At first glance, one might think that adapting PC technologies to thegaming industry would be a simple proposition because both PCs andgaming machines employ microprocessors that control a variety ofdevices. However, because of such reasons as 1) the regulatoryrequirements that are placed upon gaming machines, 2) the harshenvironment in which gaming machines operate, 3) security requirements,and 4) fault tolerance requirements, adapting PC technologies to agaming machine can be quite difficult. Further, techniques and methodsfor solving a problem in the PC industry, such as device compatibilityand connectivity issues, might not be adequate in the gamingenvironment. For instance, a fault or a weakness tolerated in a PC, suchas security holes in software or frequent crashes, may not be toleratedin a gaming machine because in a gaming machine these faults can lead toa direct loss of funds from the gaming machine, such as stolen cash orloss of revenue when the gaming machine is not operating properly.

For the purposes of illustration, a few differences between PC systemsand gaming systems will be described. A first difference between gamingmachines and common PC based computer systems is that gaming machinesare designed to be state-based systems. In a state-based system, thesystem stores and maintains its current state in a non-volatile memory,such that, in the event of a power failure or other malfunction thegaming machine will return to its current state when the power isrestored. For instance, if a player was shown an award for a game ofchance and, before the award could be provided to the player the powerfailed, the gaming machine, upon the restoration of power, would returnto the state where the award is indicated. This requirement affects thesoftware and hardware design on a gaming machine. As anyone who has useda PC knows, PCs are not state machines and a majority of data is usuallylost when such a malfunction occurs.

In one embodiment of the present invention, the gaming machine softwaredefines a state. A state is critical data that contains a state value,critical data modifiers and substates. The state value is an integervalue that has meaning to the user of the state. The critical datamodifiers are types of critical data that store information about how tomodify critical data. Substates are states themselves, but are linked tothe state.

The critical data modifiers may be stored and associated with the stateusing a list. Typically, the critical data modifiers may be grouped toform a list of critical data transactions. A critical data transactionis usually comprised of one or more critical data modifiers. Forinstance, a critical data transaction to print an award ticket mightcomprise the operations of 1) start using printer, 2) disable hopper and3) decrement the credits on the gaming machine by the amount printed tothe award ticket where each operation is comprised of one or morecritical data modifiers. The list is maintained as critical data toensure that the items on the list are always valid i.e. the list may notbe lost in the event of a power failure or some other gaming machinemalfunction. All the transactions in a list for a state are completed orall the transactions are not completed which is a standard transactiontechnique.

The critical data transactions are a description of how to changecritical data. The transactions can be executed by an NV-RAM managerafter requests by clients. The list is built until the gaming machinesoftware executes the list by changing the state value which is themechanism for initiating a transaction. If power is lost to the gamingmachine during a transaction, the transaction can be completed due tothe design of the state. On power recovery, the gaming machine candetermine what state it was in prior to the power failure and thenexecute the critical data transactions listed in the state until thetransactions are completed. For a given state, once the critical datatransactions listed in the state are complete, the informationdescribing the critical data transactions comprising the state may bediscarded from the non-volatile memory and the gaming machine softwaremay begin execution of the next state.

One feature of the state based transaction system using the non-volatilememory is that the gaming system software may determine when a rollbackis required. Once a list of critical data transactions is built as partof the state, the transactions may be executed or rolled back. Arollback occurs when the entire list of critical data transactions isdiscarded and operations specified in the transactions are not executed.The state-based transaction based system is designed such that it is notpossible for only a portion of the list of transactions in a state to beperformed i.e. the entire list of transactions in the state may eitherbe rolled back or executed. This feature of the state-based system tendsto improve the software reliability and capability because errors due tothe partial execution of states do not have to be considered in thesoftware design. It also allows for faster software development.

A second important difference between gaming machines and common PCbased computer systems is that for regulation purposes, the software onthe gaming machine used to generate the game of chance and operate thegaming machine has been designed to be static and monolithic to preventcheating by the operator of the gaming machine. For instance, onesolution that has been employed in the gaming industry to preventcheating and satisfy regulatory requirements has been to manufacture agaming machine that can use a proprietary processor running instructionsto generate the game of chance from an EPROM or other form ofnon-volatile memory. The coding instructions on the EPROM are static(non-changeable) and must be approved by a gaming regulator in aparticular jurisdiction and installed in the presence of a personrepresenting the gaming jurisdiction. Any changes to any part of thesoftware required to generate the game of chance, such as adding a newdevice driver used by the master gaming controller to operate a deviceduring generation of the game of chance can require a new EPROM to beburned, approved by the gaming jurisdiction and installed on the gamingmachine in the presence of a gaming regulator. Regardless of whether theEPROM solution is used, to gain approval in most gaming jurisdictions, agaming machine must demonstrate sufficient safeguards that prevent anoperator or player of a gaming machine from manipulating hardware andsoftware in a manner that gives them an unfair and in some cases anillegal advantage. The gaming machine should have a means to determineif the code it will execute is valid. If the code is not valid, thegaming machine must have a means to prevent the code from beingexecuted. The code validation requirements in the gaming industry affectboth hardware and software designs on gaming machines.

A third important difference between gaming machines and common PC basedcomputer systems is that the number and kinds of peripheral devices usedon a gaming machine are not as great as on PC based computer systems.Traditionally, in the gaming industry, gaming machines have beenrelatively simple in the sense that the number of peripheral devices andthe number of functions of the gaming machine have been limited.Further, in operation, the functionality of gaming machines wererelatively constant once the gaming machine was deployed, i.e., newperipheral devices and new gaming software were infrequently added tothe gaming machine. This differs from a PC where users will buydifferent combinations of devices and software from differentmanufacturers and connect them to a PC to suit their needs depending ona desired application. Therefore, the types of devices connected to a PCmay vary greatly from user to user depending on their individualrequirements and may vary significantly over time.

Although the variety of devices available for a PC may be greater thanon a gaming machine, gaming machines still have unique devicerequirements that differ from a PC, such as device security requirementsnot usually addressed by PCs. For instance, monetary devices, such ascoin dispensers, bill validators, ticket printers and computing devicesthat are used to govern the input and output of cash to a gaming machinehave security requirements that are not typically addressed in PCs.Therefore, many PC techniques and methods developed to facilitate deviceconnectivity and device compatibility do not address the emphasis placedon security in the gaming industry.

To address some of the issues described above, a number ofhardware/software components and architectures are utilized in gamingmachines that are not typically found in general purpose computingdevices, such as PCs. These hardware/software components andarchitectures, as described below in more detail, include but are notlimited to watchdog timers, voltage monitoring systems, state-basedsoftware architecture and supporting hardware, specialized communicationinterfaces, security monitoring and trusted memory.

A watchdog timer is normally used in IGT gaming machines to provide asoftware failure detection mechanism. In a normally operating system,the operating software periodically accesses control registers in thewatchdog timer subsystem to “re-trigger” the watchdog. Should theoperating software fail to access the control registers within a presettimeframe, the watchdog timer will timeout and generate a system reset.Typical watchdog timer circuits contain a loadable timeout counterregister to allow the operating software to set the timeout intervalwithin a certain range of time. A differentiating feature of somepreferred circuits is that the operating software cannot completelydisable the function of the watchdog timer. In other words, the watchdogtimer always functions from the time power is applied to the board.

IGT gaming computer platforms preferably use several power supplyvoltages to operate portions of the gaming machine circuitry. These canbe generated in a central power supply or locally on the circuit board.If any of these voltages falls out of the tolerance limits of thecircuitry they power, unpredictable operation of the gaming machine mayresult. Though most modern general-purpose computers include voltagemonitoring circuitry, these types of circuits only report voltage statusto the operating software. Out of tolerance voltages can cause softwaremalfunction, creating a potential uncontrolled condition in the gamingcomputer. IGT gaming machines typically have power supplies with tightervoltage margins than that required by the operating circuitry. Inaddition, the voltage monitoring circuitry implemented in IGT gamingmachines typically has two thresholds of control. The first thresholdgenerates a software event that can be detected by the operatingsoftware and an error condition generated. This threshold is triggeredwhen a power supply voltage falls out of the tolerance range of thepower supply, but is still within the operating range of the circuitry.The second threshold is set when a power supply voltage falls out of theoperating tolerance of the circuitry. In this case, the circuitrygenerates a reset, halting operation of the computer.

The standard method of operation for IGT slot machine game software isto use a state machine. Different functions of the game (bet, play,result, points in the graphical presentation, etc.) may be defined as astate. When a game moves from one state to another, critical dataregarding the game software is stored in a custom non-volatile memorysubsystem. This ensures the player's wager and credits are preserved andminimizes potential disputes in the event of a malfunction on the gamingmachine.

In general, the gaming machine does not advance from a first state to asecond state until critical information that allows the first state tobe reconstructed is stored. This feature allows the game to recoveroperation to the current state of play in the event of a malfunction,loss of power, etc. that occurred just prior to the malfunction. Afterthe state of the gaming machine is restored during the play of a game ofchance, game play may resume and the game may be completed in a mannerthat is no different than if the malfunction had not occurred.Typically, battery backed RAM devices are used to preserve this criticaldata although other types of non-volatile memory devices may beemployed. These memory devices are not used in typical general-purposecomputers.

As described in the preceding paragraph, when a malfunction occursduring a game of chance, the gaming machine may be restored to a statein the game of chance just prior to when the malfunction occurred. Therestored state may include metering information and graphicalinformation that was displayed on the gaming machine in the state priorto the malfunction. For example, when the malfunction occurs during theplay of a card game after the cards have been dealt, the gaming machinemay be restored with the cards that were previously displayed as part ofthe card game. As another example, a bonus game may be triggered duringthe play of a game of chance where a player is required to make a numberof selections on a video display screen. When a malfunction has occurredafter the player has made one or more selections, the gaming machine maybe restored to a state that shows the graphical presentation at justprior to the malfunction including an indication of selections that havealready been made by the player. In general, the gaming machine may berestored to any state in a plurality of states that occur in the game ofchance while the game of chance is played or to states that occurbetween the play of a game of chance.

Game history information regarding previous games played such as anamount wagered, the outcome of the game and so forth may also be storedin a non-volatile memory device. The information stored in thenon-volatile memory may be detailed enough to reconstruct a portion ofthe graphical presentation that was previously presented on the gamingmachine and the state of the gaming machine (e.g., credits) at the timethe game of chance was played. The game history information may beutilized in the event of a dispute. For example, a player may decidethat in a previous game of chance that they did not receive credit foran award that they believed they won. The game history information maybe used to reconstruct the state of the gaming machine prior, duringand/or after the disputed game to demonstrate whether the player wascorrect or not in their assertion. Further details of a state basedgaming system, recovery from malfunctions and game history are describedin U.S. Pat. No. 6,804,763, titled “High Performance Battery Backed RAMInterface”, U.S. Pat. No. 6,863,608, titled “Frame Capture of ActualGame Play,” U.S. application Ser. No. 10/243,104, titled, “DynamicNV-RAM,” and U.S. application Ser. No. 10/758,828, titled, “FrameCapture of Actual Game Play,” all of which are hereby incorporated byreference.

Another feature of gaming machines, such as IGT gaming computers, isthat they often contain unique interfaces, including serial interfaces,to connect to specific subsystems internal and external to the slotmachine. The serial devices may have electrical interface requirementsthat differ from the “standard” EIA 232 serial interfaces provided bygeneral-purpose computers. These interfaces may include EIA 485, EIA422, Fiber Optic Serial, optically coupled serial interfaces, currentloop style serial interfaces, etc. In addition, to conserve serialinterfaces internally in the slot machine, serial devices may beconnected in a shared, daisy-chain fashion where multiple peripheraldevices are connected to a single serial channel.

The serial interfaces may be used to transmit information usingcommunication protocols that are unique to the gaming industry. Forexample, IGT's Netplex is a proprietary communication protocol used forserial communication between gaming devices. As another example, SAS isa communication protocol used to transmit information, such as meteringinformation, from a gaming machine to a remote device. Often SAS is usedin conjunction with a player tracking system.

IGT gaming machines may alternatively be treated as peripheral devicesto a casino communication controller and connected in a shared daisychain fashion to a single serial interface. In both cases, theperipheral devices are preferably assigned device addresses. If so, theserial controller circuitry must implement a method to generate ordetect unique device addresses. General-purpose computer serial portsare not able to do this.

Security monitoring circuits detect intrusion into an IGT gaming machineby monitoring security switches attached to access doors in the slotmachine cabinet. Preferably, access violations result in suspension ofgame play and can trigger additional security operations to preserve thecurrent state of game play. These circuits also function when power isoff by use of a battery backup. In power-off operation, these circuitscontinue to monitor the access doors of the slot machine. When power isrestored, the gaming machine can determine whether any securityviolations occurred while power was off, e.g., via software for readingstatus registers. This can trigger event log entries and further dataauthentication operations by the slot machine software.

Trusted memory devices are preferably included in an IGT gaming machinecomputer to ensure the authenticity of the software that may be storedon less secure memory subsystems, such as mass storage devices. Trustedmemory devices and controlling circuitry are typically designed to notallow modification of the code and data stored in the memory devicewhile the memory device is installed in the slot machine. The code anddata stored in these devices may include authentication algorithms,random number generators, authentication keys, operating system kernels,etc. The purpose of these trusted memory devices is to provide gamingregulatory authorities a root trusted authority within the computingenvironment of the slot machine that can be tracked and verified asoriginal. This may be accomplished via removal of the trusted memorydevice from the slot machine computer and verification of the securememory device contents in a separate third party verification device.Once the trusted memory device is verified as authentic, and based onthe approval of the verification algorithms contained in the trusteddevice, the gaming machine is allowed to verify the authenticity ofadditional code and data that may be located in the gaming computerassembly, such as code and data stored on hard disk drives. Some detailsrelated to trusted memory devices that may be used in the presentinvention are described in U.S. Pat. No. 6,685,567 from U.S. patentapplication Ser. No. 09/925,098, filed Aug. 8, 2001 and titled “ProcessVerification,” which is hereby incorporated by reference.

Mass storage devices used in a general purpose computer typically allowcode and data to be read from and written to the mass storage device. Ina gaming machine environment, modification of the gaming code stored ona mass storage device is strictly controlled and would only be allowedunder specific maintenance type events with electronic and physicalenablers required. Though this level of security could be provided bysoftware, IGT gaming computers that include mass storage devicespreferably include hardware level mass storage data protection circuitrythat operates at the circuit level to monitor attempts to modify data onthe mass storage device and will generate both software and hardwareerror triggers should a data modification be attempted without theproper electronic and physical enablers being present.

Returning to the example of FIG. 4, when a user wishes to play thegaming machine 2, he or she inserts cash through the coin acceptor 28 orbill validator 30. Additionally, the bill validator may accept a printedticket voucher which may be accepted by the bill validator 30 as indiciaof credit when a cashless ticketing system is used. At the start of thegame, the player may enter playing tracking information using the cardreader 24, the keypad 22, and the florescent display 16. Further, othergame preferences of the player playing the game may be read from a cardinserted into the card reader. During the game, the player views gameinformation using the video display 34. Other game and prize informationmay also be displayed in the information panel 36 and video displayscreen 42 located in the top box.

During the course of a game, a player may be required to make a numberof decisions which affect the outcome of the game. For example, a playermay vary his or her wager on a particular game, select a prize for aparticular game selected from a prize server, or make game decisionswhich affect the outcome of a particular game. The player may make thesechoices using the player-input switches 32, the video display screen 34or using some other device which enables a player to input informationinto the gaming machine. In some embodiments, the player may be able toaccess various game services such as concierge services andentertainment content services using the video display screen 34 and oneor more input devices.

During certain game events, the gaming machine 2 may display visual andauditory effects that can be perceived by the player. These effects addto the excitement of a game, which makes a player more likely tocontinue playing. Auditory effects include various sounds that areprojected by the speakers 10, 12, 14. Visual effects include flashinglights, strobing lights or other patterns displayed from lights on thegaming machine 2 or from lights behind the belly glass 40. After theplayer has completed a game, the player may receive game tokens from thecoin tray 38 or the ticket 20 from the printer 18, which may be used forfurther games or to redeem a prize. Further, the player may receive aticket 20 for food, merchandise, or games from the printer 18.

An important aspect of the present invention is game software licensingand game license management. When a gaming platform is capable ofproviding multiple games to a game player based upon a game selectionmade by the player or an operator, it may be desirable from both anoperator perspective and a content provider perspective to providecapabilities for allowing more complex game licensing methods. Theoperator and content provider may use the licensing capabilities toenter into licensing agreements that better reflect the value of thecontent (e.g., game software) to each party. For instance, the licensingparties may agree to utility model based licensing schemes, such as apay-per-use scheme. In a pay-per-use scheme, operators only pay for gamesoftware that is utilized by their patrons, protecting them fromsoftware titles that are “duds.”

Game platforms exist that provide access to multiple electronic games.On these devices, a game selection menu may be provided on a videodisplay, which offers the patron the choice of at least two electronicgames. A game player may select a game of their choice from the gamesavailable on the gaming machine. Typically, the choices of gamesavailable to the player are only those licensed for play on the gamingplatform. The gaming platform may provide a manual mechanism, such as adisplay interface on the gaming machine, for updating and renewinglicensing on the gaming machine.

In some game platforms offering multiple games, the games are stored onread-only memory devices, such as an EPROM chip set or a CD-ROM. Toprovide a new or a different game on a gaming platform of this type, atechnician, usually accompanied by a gaming regulator, must manuallyinstall a new memory device (e.g. EPROM) and then manually update thelicensing configuration on the gaming machine. The gaming regulator thenplaces evidence tape across the EPROM. The evidence tape is used todetect tampering between visits by the gaming regulator. Sinceoperations performed by entities other than a “trusted” 3^(rd) party,such as a gaming regulator, have been deemed untrustworthy, automaticgame downloads and automatic licensing management is not available onthese platforms.

The licensing of multiple games on a gaming machine is described in U.S.Pat. No. 6,264,561, titled “Electronic Gaming Licensing Apparatus andMethod,” assigned to IGT (Reno, Nev.), which is incorporated herein byreference. In U.S. Pat. No. 6,264,561, multiple games may be stored onan EPROM. Typically, the EPROM may store up to 10 games. The method forgetting a license to turn on 3 of 10 games consists of having anoperator log onto the gaming machine, select the games to activate andobtain a request code for the selected games that allows them to beactivated. Typically, the games are licensed for a limited time period.One disadvantage to this technique lies in the finite capacity of thestorage device (EPROM in this case). While 5 or even 10 games can bestored on an EPROM, IGT's library of thousands of games cannot fit.Switching to higher capacity devices such as DVD will postpone theproblem somewhat, but this device will be eventually saturated as well.

Other disadvantages are that the games are manually installed andactivated. Thus, any changes or upgrades to the software on the gamingmachine, such as adding a new game or fixing software on any of thegames on the storage device involves replacing the entire storagedevice. As the number of games on the storage devices is increased andmore games are made available on gaming platforms, it is likely thatmore frequent configuration changes on the gaming platform will bedesired. As the number of configuration changes increases, it becomesmore desirable to automate the configuration and licensing process.

One method to avoid swapping of the physical DVD, EPROM, etc., devicesthat store the game programs is to electronically download the necessarysoftware into the gaming machine. Software download also allows a gamingmachine to access scalable server farms and databases to select a set ofgames it needs from the game library. A desire of casino operators aftergames are safely downloaded is the ability to electronically move thegames around on the casino floor. Casino managers routinely move slotmachines (entire slot machine) around the floor in search of the optimumlayout. A popular new game might be located near the door, but an oldergame might be better suited in the back. A Harley-Davidson™ game mightbe moved to the front during a biker convention, etc. Casinos oftenprotect the arrangement of slot games as trade secrets. The laboriousand costly casino floor rearrangement process needs to be expedited.When games can be electronically downloaded, they may also beelectronically moved around the casino floor.

When a choice of games is offered, it complicates their distribution inpart because every customer (purchaser of game software) may choose tolicense a unique combination of games. For example, one may chooseBlackjack, Poker, and Keno while another chooses Poker, Twenty One, andWheel of Fortune. One means to provide this would be to create a customconfiguration of game software as requested by each customer. But, this“binary packaging” can be difficult and time consuming to manageespecially in an envisioned environment where hundreds of new games maybe introduced each year and distributed to thousands of slot machines ona typical casino floor. Another method of game licensing is todistribute all games to every customer and use an encryption techniquethat allows customers to ‘unlock’ only the games they are willing tobuy, and install them only on the number of machines for which they havelicenses. As described above, the activation is performed manually atthe gaming machine. It is anticipated that it will be difficult tomanage manually a game inventory mix in an environment where hundreds ofnew game titles may surface each year.

Manual activation schemes enforced with encryption present problems.Managers often change the selection and mix of games found in a givenarea of the casino because it can dramatically affect the amount of playand revenue. From the viewpoint of gaming operators, the overheadassociated with manually activating encrypted games each time a game isadded, deleted or transferred is a deterrent to providing gamingplatform with multiple games. In addition, once the ‘key’ has been givento ‘unlock’ a particular game on one machine, it may be difficult tothen revoke a key residing on a stand-alone machine. In a stand-alonemachine, an operator must manually access the interior of the gamingmachine and install software that revokes the key. Without the abilityto ‘lock’ games once they have been ‘unlocked,’ multiple, unauthorizedcopies could operate simultaneously.

It is unacceptable to game content providers and gaming regulators toallow the use of unauthorized and untracked software on gamingplatforms. To be properly compensated, game content providers want toknow where and how much their software is being used. To ensurefairness, gaming regulators need to be able show that game softwareresiding on a gaming machine is authentic and approved game softwarefrom an authorized content provider. In light of the above, methods thatautomate the game changeover process on gaming machine while providingan accurate record of the software transactions for auditing purposesand for use in utility licensing models are desirable.

In the past, a game license has been associated with the game softwareand the physical gaming machine that runs it. For example, the licensemay have been tied to a particular CPU or microprocessor on the gamingmachine. In future gaming systems with gaming machines that are downloadenabled and contain multiple cells or cores that are capable of runningmultiple “virtual machines,” it is anticipated that the game softwareand its license may no longer be associated with the gaming machine onwhich it is executed. In this environment, the game software may beallowed to “float” between various gaming devices and the physicaldevice where the game software is executed becomes less relevant. Forexample, a casino floor could have 3000 gaming machines/game serverswith the capability of generating 10,000 games of chance simultaneouslywhere each gaming machine has the ability to remotely generate a gameoutcome on the other gaming machines or download game software to theother gaming machines. For the purposes of licensing, each instantiationof a game of chance may be viewed as a “virtual” gaming machine whereeach “virtual” gaming machine may be licensed individually. Thus, alicense management system and methods are needed to manage game licensesfor the 10,000 virtual gaming machines in a manner that meets therequirements of game regulators, casino operators, gaming machinemanufacturers and game software content providers.

To implement gaming downloads for operator configuration purposes aswell as game-on-demand for game players, the concerns and issues of manygaming interests, such as game players, casino operators, gamingregulators and game software providers, must be considered. The concernsand issues may include but are not limited to licensing requirements,regulatory requirements, network reliability and download time. Detailsof apparatus and methods designed to address these concerns aredescribed with respect to the following figures.

A gaming system 577 that may be used to implement embodiments of theinvention, is depicted in FIG. 5. Components of the gaming system 577can be situated in one or more gaming establishments. A gamingestablishment 501 could be any sort of gaming establishment, such as acasino, a card room, an airport, a store, etc. In this example, gamingsystem 577 is illustrated as being associated with more than one gamingestablishment, all of which are networked to game server 522.

Here, gaming machine 502, and the other gaming machines 530, 532, 534,and 536, include a main cabinet 506 and a top box 504. The main cabinet506 houses the main gaming elements and can also house peripheralsystems, such as those that utilize dedicated gaming networks. The topbox 504 may also be used to house these peripheral systems.

The master gaming controller 508 controls the game play on the gamingmachine 502 according to instructions and/or game data from game server522 or stored within gaming machine 502 and receives or sends data tovarious input/output devices 511 on the gaming machine 502. The mastergaming controller 508 may also communicate with a display 510. In oneembodiment, master gaming controller 508 includes processor(s) and otherapparatus of the gaming machines described above in FIG. 4. One or moreof these processors, such as CPU 205, memory 210, and other apparatus,as shown in FIG. 2, can be situated on motherboard 105 within mastergaming controller. Those skilled in the art should appreciate thatcertain components of the motherboard 105 can have different functionsfrom those of master gaming controller 508. The implementation ofmotherboard 105 within master gaming controller 508 is but oneembodiment of the present invention.

A particular gaming entity may desire to provide network gaming servicesthat provide some operational advantage. Thus, dedicated networks mayconnect gaming machines to host servers that track the performance ofgaming machines under the control of the entity, such as for accountingmanagement, electronic fund transfers (EFTs), cashless ticketing, suchas EZPay™, marketing management, and data tracking, such as playertracking Therefore, master gaming controller 508 may also communicatewith EFT system 512, EZPay™ system 516 (a proprietary cashless ticketingsystem of IGT), and player tracking system 520. The systems of thegaming machine 502 communicate the data onto the network 528 via acommunication board 518.

It will be appreciated by those of skill in the art that embodiments ofthe present invention could be implemented on a network with more orfewer elements than are depicted in FIG. 5. For example, player trackingsystem 520 is not a necessary feature of the present invention. However,player tracking programs may help to sustain a game player's interest inadditional game play during a visit to a gaming establishment and mayentice a player to visit a gaming establishment to partake in variousgaming activities. Player tracking programs provide rewards to playersthat typically correspond to the player's level of patronage (e.g., tothe player's playing frequency and/or total amount of game plays at agiven casino). Player tracking rewards may be free meals, free lodgingand/or free entertainment.

Moreover, DCU 524 and translator 525 are not required for all gamingestablishments 501. However, due to the sensitive nature of much of theinformation on a gaming network (e.g., electronic fund transfers andplayer tracking data) the manufacturer of a host system usually employsa particular networking language having proprietary protocols. Forinstance, 10-20 different companies produce player tracking host systemswhere each host system may use different protocols. These proprietaryprotocols are usually considered highly confidential and not releasedpublicly.

Further, in the gaming industry, gaming machines are made by manydifferent manufacturers. The communication protocols on the gamingmachine are typically hard-wired into the gaming machine and each gamingmachine manufacturer may utilize a different proprietary communicationprotocol. A gaming machine manufacturer may also produce host systems,in which case their gaming machines are compatible with their own hostsystems. However, in a heterogeneous gaming environment, gaming machinesfrom different manufacturers, each with its own communication protocol,may be connected to host systems from other manufacturers, each withanother communication protocol. Therefore, communication compatibilityissues regarding the protocols used by the gaming machines in the systemand protocols used by the host systems must be considered.

A network device that links a gaming establishment with another gamingestablishment and/or a central system will sometimes be referred toherein as a “site controller.” Here, site controller 542 provides thisfunction for gaming establishment 501. Site controller 542 is connectedto a central system and/or other gaming establishments via one or morenetworks, which may be public or private networks. Among other things,site controller 542 communicates with game server 522 to obtain gamedata, such as ball drop data, bingo card data, etc.

In the present illustration, gaming machines 502, 530, 532, 534 and 536are connected to a dedicated gaming network 528. In general, the DCU 524functions as an intermediary between the different gaming machines onthe network 528 and the site controller 542. In general, the DCU 524receives data transmitted from the gaming machines and sends the data tothe site controller 542 over a transmission path 526. In some instances,when the hardware interface used by the gaming machine is not compatiblewith site controller 542, a translator 525 may be used to convert serialdata from the DCU 524 to a format accepted by site controller 542. Thetranslator may provide this conversion service to a plurality of DCUs.

Further, in some dedicated gaming networks, the DCU 524 can receive datatransmitted from site controller 542 for communication to the gamingmachines on the gaming network. The received data may be, for example,communicated synchronously to the gaming machines on the gaming network.

Here, CVT 552 provides cashless and cashout gaming services to thegaming machines in gaming establishment 501. Broadly speaking, CVT 552authorizes and validates cashless gaming machine instruments (alsoreferred to herein as “tickets” or “vouchers”), including but notlimited to tickets for causing a gaming machine to display a game resultand cash-out tickets. Moreover, CVT 552 authorizes the exchange of acashout ticket for cash. These processes will be described in detailbelow. In one example, when a player attempts to redeem a cash-outticket for cash at cashout kiosk 544, cashout kiosk 544 reads validationdata from the cashout ticket and transmits the validation data to CVT552 for validation. The tickets may be printed by gaming machines, bycashout kiosk 544, by a stand-alone printer, by CVT 552, etc. Somegaming establishments will not have a cashout kiosk 544. Instead, acashout ticket could be redeemed for cash by a cashier (e.g. of aconvenience store), by a gaming machine or by a specially configuredCVT.

FIG. 6 illustrates an example of a network device that may be configuredas a server or other data processing device for implementing somemethods and apparatus of the present invention. Network device 660includes a master central processing unit (CPU) 662, interfaces 668, anda bus 667 (e.g., a PCI bus). Generally, interfaces 668 include ports 669appropriate for communication with the appropriate media. In someembodiments, one or more of interfaces 668 includes at least oneindependent processor and, in some instances, volatile RAM. Theindependent processors may be, for example, ASICs or any otherappropriate processors. According to some such embodiments, theseindependent processors perform at least some of the functions of thelogic described herein. In some embodiments, one or more of interfaces668 control such communications-intensive tasks as media control andmanagement. By providing separate processors for thecommunications-intensive tasks, interfaces 668 allow the mastermicroprocessor 662 efficiently to perform other functions such asrouting computations, network diagnostics, security functions, etc.

The interfaces 668 are typically provided as network interface cards(sometimes referred to as “linecards”). Generally, interfaces 668control the sending and receiving of data packets over the network andsometimes support other peripherals used with the network device 660.Among the interfaces that may be provided are FC interfaces, Ethernetinterfaces, frame relay interfaces, cable interfaces, DSL interfaces,token ring interfaces, and the like. In addition, various high-speedinterfaces may be provided, such as fast Ethernet interfaces, GigabitEthernet interfaces, ATM interfaces, HSSI interfaces, POS interfaces,FDDI interfaces, ASI interfaces, DHEI interfaces and the like.

When acting under the control of appropriate software or firmware, insome implementations of the invention CPU 662 may be responsible forimplementing specific functions associated with the functions of adesired network device. According to some embodiments, CPU 662accomplishes all these functions under the control of software includingan operating system and any appropriate applications software.

CPU 662 may include one or more processors 663 such as a processor fromthe Motorola family of microprocessors or the MIPS family ofmicroprocessors. In an alternative embodiment, processor 663 isspecially designed hardware for controlling the operations of networkdevice 660. In a specific embodiment, a memory 661 (such as non-volatileRAM and/or ROM) also forms part of CPU 662. However, there are manydifferent ways in which memory could be coupled to the system. Memoryblock 661 may be used for a variety of purposes such as, for example,caching and/or storing data, programming instructions, etc.

Regardless of the network device's configuration, it may employ one ormore memories or memory modules (such as, for example, memory block 665)configured to store data, program instructions for the general-purposenetwork operations and/or other information relating to thefunctionality of the techniques described herein. The programinstructions may control the operation of an operating system and/or oneor more applications, for example.

Because such information and program instructions may be employed toimplement the systems/methods described herein, the present inventionrelates to machine-readable media that include program instructions,state information, etc. for performing various operations describedherein. Examples of machine-readable media include, but are not limitedto, magnetic media such as hard disks, floppy disks, and magnetic tape;optical media such as CD-ROM disks; magneto-optical media; and hardwaredevices that are specially configured to store and perform programinstructions, such as read-only memory devices (ROM) and random accessmemory (RAM). The invention may also be embodied in a carrier wavetraveling over an appropriate medium such as airwaves, optical lines,electric lines, etc. Examples of program instructions include bothmachine code, such as produced by a compiler, and files containinghigher-level code that may be executed by the computer using aninterpreter.

Although the system shown in FIG. 6 illustrates one specific dataprocessing device of the present invention, it is by no means the onlynetwork device architecture on which the present invention can beimplemented. For example, an architecture having a single processor thathandles communications as well as routing computations, etc. is oftenused. Further, other types of interfaces and media could also be usedwith the network device. The communication path between interfaces maybe bus based (as shown in FIG. 6) or switch fabric based (such as across-bar).

A bus is generally a collection of connections through which the data istransmitted from one device to another. As used herein, “bus” can referto an internal bus, through which data travels between chips or othercomponents within the gaming machine, e.g., on a motherboard. Bus canalso refer to an external bus through which the gaming machine orcomponents within the gaming machine, e.g., on the motherboard,communicate with devices or other components external to the gamingmachine. Buses often consist of two parts: an address bus and a databus. The data bus transfers the actual data whereas the address bustransfers information about the destination of the data. The size of thebus, commonly known as its width, determines how much data can betransmitted at a time. For example, a 16-bit bus can transmit 16 bits ofdata, whereas a 32-bit bus can transmit 32 bits of data.

FIG. 7 shows a block diagram of a motherboard 700 having a peripheralcomponent 705 coupled to the motherboard 700 over a bus 710 and located,at least partially, on the motherboard 700. In this embodiment,motherboard 700 is a suitable off-the shelf motherboard having standardmotherboard components including BIOS 715, RAM 720, CPU 725 and a chipset 730. The peripheral component 705 is, in one embodiment, mounted orotherwise physically located on the motherboard 700, e.g., by insertioninto a card slot. Internal bus 710 can be coupled to an external bus 735having slots or interfaces to which additional devices 740 can becoupled. In addition, external bus 735 is coupled to a storage medium745 such as a hard drive, CD or DVD. This storage medium 745 storesexecutable code 750 and data resources 755. As discussed in greaterdetail below, during bootup, the peripheral component 705 is activatedto authenticate data 750 and 755 in storage medium 745 over the internalbus 710 and external bus 735.

FIG. 8 shows a block diagram of one implementation of peripheralcomponent 705 on a card 805. In this embodiment, the peripheralcomponent is physically built onto a suitable card 805 which can becoupled to bus 710 or external bus 735 of FIG. 7, for example, byinsertion into a card slot 810. Examples of card 805 include a videocard capable of being inserted in internal bus 710 of FIG. 7, and a PCIcard capable of being coupled to internal bus 710 or external bus 735.Another example of card 805 is a network card, such as a networkinterface card, which can be coupled to external bus 735 over a wirelessand/or wired network as desired. Those skilled in the art willappreciate that peripheral component 705 can be situated on variouscards and coupled to motherboard 700 over one or more buses or networks,as desired.

FIG. 9 shows a block diagram of motherboard 700 coupled to peripheralcomponent 705 over a PCI bus 910, according to another embodiment of thepresent invention. In FIG. 9, peripheral component 705 is situated offof motherboard 700, unlike the arrangement of FIG. 7. In FIG. 9, whilebus 910 is implemented as a PCI bus, those skilled in the art willappreciate that, in other embodiments, bus 910 is implemented as a USBbus, firewire, SATA, wireless or other wired bus. Such variations arecontemplated within the scope of the present invention. In FIG. 9, thePCI bus 910 enables motherboard 700 to interact with various devices 915coupled to PCI bus 910. Storage medium 745 is also coupled to PCI bus910.

The peripheral component 705 can be constructed as a passive device or,alternatively, as an active device. For example, in one implementationof peripheral component 705 as a passive device, peripheral component705 stores authentication code which performs an authentication process,for example, as described in U.S. Pat. Nos. 5,643,086 and 6,149,522. Inone embodiment, responsive to an authentication instruction message, theperipheral component can provide the authentication code to themotherboard RAM 720, as shown in FIGS. 7 and 9, for execution by themotherboard CPU 725. In alternative implementation, i.e., when theperipheral component 705 is constructed as an active device, responsiveto the authentication instruction message, peripheral component 705executes the authentication code on a local CPU or other processor toperform the authentication process on the data in storage medium 745. Inboth instances, those skilled in the art will appreciate that the CPU orprocessor executing the authentication code is coupled to access datastored on storage medium 745, for example, over a suitable bus.

FIG. 10 shows a block diagram of motherboard 700 in communication withan IDE (“integrated drive electronics”) interface 1005, in which theperipheral component 705 is situated. The IDE interface 1005 is coupledto bus 910 as shown, and coupled directly to storage medium 745, in thisexample, a hard drive. The IDE interface 1005 includes standard drivercircuitry implementing processes for operating the hard drive 745 andotherwise interacting with the hard drive using conventional techniques.In addition, the IDE interface 1005 includes a logical driver 1010module which is separate from the conventional driver circuitry andfunctions of IDE interface 1005. The novel logical driver 1010 of IDEinterface 1005 implements logical operations to access particular data,such as executable code 750 and data resources 755 stored on hard drive745. The logical driver 1010 is coupled to locate files 750 and 755,interpret the data 750 and 755 as some structure, and verify the data.

FIG. 11 shows a block diagram of peripheral component 705 incommunication with a bus 1125, in accordance with one embodiment of thepresent invention. As shown, in one implementation, peripheral component705 communicates with bus 1125 through a decoder 1105 coupled to decodeinformation passed between peripheral component 705 and bus 1125, suchas unique IDs and other information. In one embodiment, as shown in FIG.11, peripheral component 705 is constructed as an active device, asmentioned above. In this embodiment, the peripheral component 705 isconstructed to include its own processor, i.e. CPU 1110, a memorymodule, i.e. RAM 1115 and, in some implementations, its own operatingsystem 1120 all built into peripheral component 705 or into the card ordevice on which peripheral component 705 is implemented. In this way,the peripheral component 705 can receive, store and executeauthentication code to perform the authentication processes, all withinperipheral component 705. In addition, in some implementations,peripheral component 705 is programmed to include any error handlingprocesses when constructed as an active device.

In FIG. 11, those skilled in the art should appreciate that peripheralcomponent 705 can also be used as a passive device, and also similarlybe coupled to bus 735 through decoder 1105 as illustrated in FIG. 11.When peripheral component 705 is passive, in some implementations,authentication code stored in RAM 1115 is transferred from peripheralcomponent 705 to motherboard 700 or another device and executed on asuitable processor to perform the desired authentication processes.

FIG. 12 shows a block diagram of another arrangement of motherboard 700and peripheral component 705, constructed according to anotherembodiment of the present invention. In FIG. 12, bus 1205 is implementedas a USB bus. In this embodiment, peripheral component 705 is one of aplurality devices 1210 coupled to USB bus 1205 as shown. Peripheralcomponent 705 is coupled directly to storage medium 745 as shown.

FIG. 13 shows an alternative arrangement of motherboard 700 andperipheral component 705, constructed according to another embodiment ofthe present invention. In this embodiment, peripheral component 705 isimplemented as a network device coupled to a suitable data network 1310.Those skilled in the art will appreciate that data network 1310 can beany suitable wired network, wireless network, or combination thereofenabling communications between the motherboard 700, through bus 1315,and other devices such peripheral component 705 coupled to data network1310. In FIG. 13, a network interface card 1305 is coupled between bus1315 associated with motherboard 700 and data network 1310, facilitatingcommunications between motherboard 700 and data network 1310. Thoseskilled in the art will appreciate that peripheral component 705 itselfcan be implemented as a network interface card coupled to data network1310. In FIG. 13, storage medium 745 stores firmware 1320 which can beauthenticated using the same authentication processes described herein.

FIGS. 14-16 show flow diagrams of authentication methods 1400, 1500 and1600 performed in accordance with embodiments of the present invention.FIGS. 14-16 are applicable to all of the various motherboard andperipheral component arrangements described above and illustrated inFIGS. 7-13.

In FIG. 14, in step 1405, during a gaming machine boot-up operation, themain BIOS 715 calls the peripheral component 705 over one or more busesand, in the embodiment of FIG. 14, data network. In step 1410,authentication code for performing the authentication process isretrieved from memory for execution. In some embodiments, in which theperipheral component 705 is constructed as an active device, theperipheral component 705 retrieves the authentication code from a RAM orother suitable memory within or otherwise accessible to peripheralcomponent 705, and loads the authentication code into a processorlocated on the peripheral component for execution. In an alternativeembodiment, in which the peripheral component 705 is passive, themotherboard 700 retrieves the authentication code from the peripheralcomponent 705 and stores the authentication code on RAM 720 or othersuitable memory for execution by CPU 725 of motherboard 700.

In step 1415, an authentication instruction message is generated toinitiate the authentication process. When the peripheral component is apassive device, this authentication instruction message can be providedto CPU 725 of motherboard 700 to instruct CPU 725 to perform theauthentication process. In an alternative embodiment, when theperipheral component is an active device, the BIOS 715 or CPU 725 ofmotherboard can generate the authentication instruction message andoutput the message to the peripheral component 705 to initiate theauthentication process.

In step 1420, responsive to the authentication instruction message ofstep 1415, the authentication code is executed to perform theauthentication process or processes on the data in storage medium 745.For example, the authentication code can be constructed so as to executeone or more of the authentication processes described in Alcorn et al.,U.S. Pat. Nos. 5,643,086 and 6,149,522. In step 1425, following step1420, it is determined whether the authentication process was successfulin authenticating the contents of storage medium 745. When theauthentication process is successful, in step 1430, the boot up processis allowed to continue on the main BIOS 715. On the other hand, in step1425, when the authentication process is unsuccessful, the method 1400proceeds to step 1435 in which an error message is generated and outputfor display. In addition, in step 1435, the BIOS can be instructed tore-boot the gaming machine and/or send a message instructing casinopersonnel to check the peripheral component 705 for malfunction ortampering.

FIG. 15 shows a flow diagram of an authentication method 1500 performedby the motherboard CPU 725 in an arrangement where the authenticationcode is retrieved from peripheral component 705 for execution onmotherboard 700. In step 1505, the BIOS 715 on motherboard 700identifies peripheral component 705 on the bus and/or network, dependingon the implementation. In step 1510, the BIOS 715 or CPU 725 alsoidentifies the storage medium 745 on the bus and/or network.

In step 1515, following step 1510, the BIOS 715 or CPU 725 ofmotherboard 700 activates the chip set 730 to enable communications withthe peripheral component 705 and storage medium 745. In step 1520,following step 1515, the BIOS 715 and/or CPU 725 initiate a retrieveoperation to retrieve the authentication code from the peripheralcomponent 705. When the authentication code is received at themotherboard 700 from peripheral component 705, e.g., over a bus, theauthentication code is stored in RAM 720 or other suitable memory on themotherboard 700, in step 1525. Then, in step 1530, the CPU 725 ofmotherboard 700 can execute the authentication code to perform theauthentication processes such as those described in Alcorn et al., U.S.Pat. Nos. 5,643,086 and 6,149,522.

FIG. 16 shows an authentication method 1600 performed by the peripheralcomponent 705, in an arrangement where the peripheral component is anactive device. In step 1605, the peripheral component 705 is activated,by independent power-up or responsive to an authentication instructionmessage sent from motherboard 700 or another device coupled to the busor network. In step 1610, following activation, the peripheral component705 enables the authentication process. For example, this enablingoperation can include loading the authentication code into RAM 1115 onthe peripheral component 705, execution by the CPU 1110 on peripheralcomponent 705, and/or initiation of registers on the peripheralcomponent 705 in implementations where the active peripheral componentis constructed as a programmable logic device (“PLD”) or applicationspecific integration circuit (“ASIC”).

In step 1615, following step 1610, the peripheral component 705 executesthe authentication code to perform the authentication process. Then, asdescribed above with respect to step 1425 of FIG. 14, in step 1620, itis determined whether the authentication process was successful. In oneembodiment, following step 1620, when the authentication process issuccessful, a signal is output by the processor of the peripheralcomponent 705 indicating that boot-up and game play on the gamingmachine is to be allowed. When this output signal is received andinterpreted by the master gaming controller of the gaming machine, thecontroller enable game play on the machine. By the same token, when theauthentication process is unsuccessful in step 1620, the signaloutputted by the processor of the peripheral component 705 indicatesthat game play on the machine should be disabled. The master gamingcontroller receives and interprets the signal, and disables game play,accordingly.

While the invention has been particularly shown and described withreference to specific embodiments thereof, it will be understood bythose skilled in the art that changes in the form and details of thedisclosed embodiments may be made without departing from the spirit orscope of the invention. It should also be understood that, for example,the exemplary embodiment of FIGS. 14, 15 and 16 are merely presented forillustrative purposes and that not all of the process elements describedmust be practiced to be within the scope of the invention. In addition,although various advantages, aspects, and objects of the presentinvention have been discussed herein with reference to variousembodiments, it will be understood that the scope of the inventionshould not be limited by reference to such advantages, aspects, andobjects. Rather, the scope of the invention should be determined withreference to the appended claims.

What is claimed is:
 1. A wager-based gaming machine to provide a game ofchance, the wager-based gaming machine comprising: a video displaydevice to display the game of chance; a value input device to receive awager for play of the game of chance; a value output device that outputsan award, wherein the award is based on play of the game of chance; amotherboard having a basic input-output system (BIOS); a storage devicein communication with the motherboard, the storage device including datastored therein for providing the game of chance; a peripheral componentin communication with the motherboard over a bus, and the peripheralcomponent removably coupled with the bus; the peripheral component is apassive device; the peripheral component includes a processor; theperipheral component contains memory having an authentication codestored therein; a decoder situated between the bus and the peripheralcomponent, wherein the decoder decodes information passed between theperipheral component and the bus; the peripheral component containinginstructions stored in the memory of the peripheral component, whichwhen executed by the processor of the peripheral component, causes theprocessor of the peripheral component to perform the steps of: receivingdata provided by the game of chance; receiving an authenticationinstruction from the BIOS over the bus; executing the authenticationcode; and verifying the authenticity of the received data provided bythe game of chance.
 2. The wager-based gaming machine recited in claim1, wherein the processor is located on the motherboard.
 3. Thewager-based gaming machine recited in claim 1, wherein the peripheralcomponent is situated on the motherboard.
 4. The wager-based gamingmachine recited in claim 1, wherein the peripheral component is situatedoff of the motherboard.
 5. The wager-based gaming machine recited inclaim 1, wherein the peripheral component is situated on a card.
 6. Thewager-based gaming machine recited in claim 1, wherein the bus is aserial bus.
 7. The wager-based gaming machine recited in claim 1,wherein at least a portion of the bus is situated within the gamingmachine.
 8. The wager-based gaming machine recited in claim 1, whereinat least a portion of the bus is situated outside of the gaming machine.9. The wager-based gaming machine recited in claim 1, wherein thestorage device is located external to the peripheral component.
 10. Thewager-based gaming machine recited in claim 1, wherein the gamingmachine is a state-based gaming machine which maintains gaming machinestate information in a non-volatile memory, the gaming machine stateinformation including award information related to outputting the awardresponsive to play of the game of chance.
 11. The wager-based gamingmachine recited in claim 1, wherein the storage device includesnon-volatile memory.
 12. The wager-based gaming machine recited in claim1, wherein the data includes instructions for generating the game ofchance.
 13. The wager-based gaming machine of claim 1, wherein the busis a universal serial bus.